How to make a game about human emotions and desires

I want to make a game about human emotions like Disney: "Inside Out". Give me some ideas on how to do it!
:alonzo:

Can you be slightly more specific about that, please?

What exactly? Gameplay? Story? What exactly?

That is what I'm asking. What do you need help with, coming up with a story? How the game will work? You tell me

What kind of game is this? It's an adventure (quests + collecting equipment and skills). For simplicity, it will look like a 2D platformer. What do I want to add that's new? NPCs do everything themselves, based on their desires and emotions. The player character is the same NPC from the program's point of view. Therefore, you can give him commands directly only when he is not nervous or excited. In this case, he does what he thinks is right himself. But with the help of conversations and reading, he can learn new behavior modules.
And the story will be as follows. You are watching a short webcomic and on the second page the text in the bubble starts to be replaced by meaningless symbols, and then there is text like "SOS! Save our souls! This is the only available communication channel. The channel is very narrow. Conveying meanings is very difficult, so the appearance of the transmission has been replaced with analogues from your channel. (that is, they will explain to us why it will look like a webcomic) Here is an avatar through which you can intervene in the events" The avatar has brains, but they are empty
The player's task, if he "takes on this mission" is to figure out where he is, who he is, what is happening and what needs to be done in general.
We walk around, examine everything, study, if we could not avoid a fight, then sometimes we fight.

I think you would want to use the SciSnap! Library and the Dialogue library too.

I looked at Dialogue librar, it really is useful.
And how can SciSnap! Library be useful?


It has machine Lerning in it.

Why would you use the scisnap library? The dialogs library makes sense, but I don't think scisnap would be very useful here.

Oh ok.

The environment in which NPCs will exist will actually be very unvaried. Maybe their choice of behavior can be described by a set of rules?

I asked the GPT chat and it gave out as many as 6 approaches to solving such a problem.
I understand the last, sixth one the most: “### 6.2 SOAR Analogy: Like a Roblox script of “if I see an enemy, then attack; if health drops below 30%, then find health pack,” SOAR uses “if–then” rules to decide actions in a continuous perceive-decide-act cycle”.
And there are no neural networks here, which, as they write everywhere, need to be trained on a crazy amount of data.

I have some ideas on how to do this in Snap. So far the ideas are at the drawing level. I will redraw them in a clear form and publish them.